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View Code? Open in Web Editor NEWA HTML5/WebGL demo to play around with ruletable based cellular automata! http://wizard23.github.io/evocell/cellspace.html
A HTML5/WebGL demo to play around with ruletable based cellular automata! http://wizard23.github.io/evocell/cellspace.html
websockets here we come
neat idea ;) and very easy to implement
as spreading (if != 0) but not overwriting
handwritten infinite state rule
renders as semitransparent layer (or even glow?) layer :)
input: two dishes (shield and shieldTarget == enemy for example)
output: shield (no interactuion with target since this should not change at all except being protected)
shield dies without target
shield grows into any cell with any with
parameter:
maxState
shieldDish
targetDish
extensionrate(float)
EXTENSION: regenerates if invades existinng != 0 shield states if regenerates very evil -> slow regeneration for heavy end bosses
either shield explosion layer or induce explosions when shield gets smaller
use modular shaders :) to mix in handlers for rgba channel. this is a brilliant hack ;) do it!
also fix state load/save while at it ;)
to replicate: change screenW:500 and screenH:100
Plan:
ship and particles can be treated same way. ship is very small texture with: x,y, radius, energy
Extra: make draggable in every corner (or even in all 8 sides of the screen (8 like in moore neighborhood excluding (or even including) the center)
Also add delay
glowing gol glider (simple webgl shader)
atm the ship can fly off the world
I think the cause is that the shield layer does not get resized correctly
So wie das scrollen nun (28.3.2014) mit schuessen umgeht ist insofern toll, weil man damit einen ganzen kreis an schuessen gleichzeitig steuern kann waerend sie sich voneinander wegbewegen. Das ist sowas wie gesteuerte schuesse. Daraus ein feature der atomic bomb?
Make CSS bar with weapon heat from black to red (needs to cool before you can shoot again)
Make a css health bar (from green to yellow to red
also they are too large
nonlinear movement and ideally pixel based colisssion in shader
Just render the ruletable with the palette ;)
gol glider for example
Inspired by fabian ;)
Borrow from RPG: you controll a group of ships and can switch to them like in:
lost vikings, day of tentacle,
You could produce one kamikaze ship per 5 minutes or something like this related to #6 (remote controllable shots)
== configurable buttons
http://www.html5rocks.com/en/tutorials/doodles/gamepad/gamepad-tester/tester.html
ALSO hint statesave ;)
zwei moeglichkeiten:
A) Nur auf explosions just try
B) auf explosions und ships (adapt colission shader for multiple dishes)
handling of scrollX/Y is very unituitive now
influences:
*shot spawn (bomb and shot)
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